uniform mat4 mvp,object;
varying vec3 normal,lightDir,halfVector;
varying vec2 texcoord0;


void main()
{
    texcoord0 = gl_MultiTexCoord0.xy;
	halfVector = vec3(vec4 (100.0,280.0,70.0,0) * object  - gl_Vertex * object);
	lightDir = normalize(vec3(vec4 (100.0,280.0,70.0,0) * object  - gl_Vertex * object));
    normal = gl_Normal * gl_NormalMatrix;
    gl_Position =  mvp * object *  gl_Vertex;
}
